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A while ago we chose Central 5, a group of five people who work as a governing body for the Soul Society. They are Kasanip, Zarah, Callos_DeTerran, Sucrose and Frozen_Feet. They are tasked with such tasks as deciding Captain promotions and upholding laws of Seireitei. Details can be found below.

In the second last thread people voted and decided that there would not be a Quincy vs Shinigami war before the actual start of the story/roleplay unlike in canon. It was also decided through a vote that Quincy arrows would destroy souls as they do in canon through a vote. People are open to the possibility of future conflicts between the two factions and the Quincy learning how to purify souls with their arrows. Learning how to do so would likely be a significant plot point.

Quincy players have decided that anyone that makes a Quincy should write up a description of their family/clan's history.

Souls that are fully absorbed and become part of a hollow permanently fuse with it. When a hollow is purified the souls it absorbed are not split up. They are reborn as a single entity.

Frozen_Feet's proposed take on this:

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Life Cycle of Hollows.
Canny Hollows: these are beings like Grand Fisher and Shrieker - normal Hollows that stay behind in Mortal World much longer than usual. Why? Either they still have unfinished business... or they were already crooked in life.

My reasoning is as follows: when a good Plus turns into a Hollow, it seeks to destroy its loved ones like any other Hollow. However, the mind of the good souls can't hold together once they're done with that. They lack killer's instinct, and might even feel guilt for breaking what was once dear to them in life. This is why they seek oblivion.

Evil souls, on the other hand, gain much more pleasure from tormenting living beings. Even after they've killed those they had a personal beef with, they stay in Mortal World, because their bestial desires won't let them leave. In a way, they still have something to do that defines them and stops them from losing their inviduality, even if it's only "kill all things":

Menos Grande Gillians: When a soul becomes Hollow, the first thing it does is destroy all things it held dear in mortal life. In most cases, having lost their purpose and consumed by their own loneliness, Hollows wander into Hueco Muendo, where they instinctively seek out other souls who died in the same way. Seeking embrace of sweet oblivion, they engage in cannibalistic orgy and fuse into Menos Grande Gillian. Fusion of souls is permanent; once eaten by a Gillian, a soul cannot be separated again.

Menos Grande Gillian's have no identity, only scattered fragments of negative memories and emotions. When such a Gillian is purified, its soul passes into Soul Society as essentially blank slate. However, due to originally being gestalt of multiple entities, such soul has much vaster Reiryoku than normal and is more likely to fragment into Zanpakuto spirit and Inner Hollow. Thus, a purified Menos Grande Gillian is very likely to become a shinigami.

Adjuchas and Vasto Lordes: As noted, Menos Grande Gillians are gestalt formed from people who died in the same way. Adjuchas happens when the amount of souls reaches a critical mass, causing a new personality to bloom from the fragmented memories. This being is effectively personification of its "cause of death". However, Adjuchas aren't stable, and must keep absorbing other Hollows who died the same way to increase in power. Should they fail to absorb other Hollows, starvation will make them regress, reducing them back to mindless beasts. Once Adjuchas has eaten enough souls, it evolves into a Vasto Lorde. However, this requires that they beat all of their challengers, letting none who manage to eat a bit of them to get away.

So, why can't Adjuchas who gets a bit of itself eaten become a Vasto Lorde? It's because losing to another Hollow means there's another being with same Aspect of Death who is more powerful. A Vasto Lorde is a Menos who has absorbed or proven itself to be stronger than all other Hollows with the same aspect of death. They are, effectively, anthropomorphic personifications of their Aspect of Death, and rule supreme over lost souls who died that way. As long as they remain undefeated, they are stable; if a Vasto Lorde does lose, it begins to regress like Adjuchas until it can destroy the Hollow that defeated it.

Arrancars: A Hollow can become an Arrancar in any point of its life, as long as it has a personality at the time. An Arrancar is a Hollow who learns to define itself by way other than its Aspect of Death, thus rising above its bestial instincts.

All Arrancars are stable. While an Arrancar can keep eating souls to increase in power, it no longer fuses new souls with the core of its person - the nommed soul only loses its reiryoku. A soul eaten by Arrancar is usually reborn as a new Hollow. In any case, eating Pluses or other Hollows is pretty much voluntary for an Arrancar - they mostly do so because there is no other food in Hueco Muendo. Because of this, Arrancars can't be held as inherently worse than humans or Shinigami.

Menos and Purification: Shinigami who don't remember their lives were Menos who got purified. As the identity of a Menos is effectively a new entity and is only born after death, Konso unfortunately wipes that all away. For purposes of Redemption, a soul which has gone through Oblivion of the Gillian phase is exempt from Hell's punishment. They become Shinigami because of huge amount of Reiryoku they accumulated as a Hollow.

Resurreccion and Segunda Etapa: Resurreccion is an Arrancars ability to retake its form as a Hollow, and consequently as the manifestation of its aspect. The power of an Arrancars resurreccion is in part directly proportional to how much the Arrancar's behaviour reflects its Aspect.

While achieving Segunda Etapa is only typical for Vasto Lordes who already rule over their Aspect, theoretically any Arrancar can achieve it through meticulous training and self realization.

Soul Society and the inhabitants of Las Noches (The King of Hollows, the Epsada and their underlings) have a truce between each other at the start of the game/story but both sides want to break as soon as they gain a substantial upper hand on the other.

People that want to make captain entries should write up a history for their preferred division including duties, a past captain or two and whatever else you might think important to add. It can be significantly different from canon.

Strawberryman would like input on how to revise his S.W.O.R.D. faction:

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Anyway. In light of some recent changes to our world, it occurs to me I also need to update S.W.O.R.D's writeup. Just so we don't have more clashes;

Originally Posted by Zarah
We need a clearly directed plot in order to keep things trucking along without getting stalled, and I had a thought of a way to help accomplish that. Basically, we come up with some central themes for this game. This isn't a revolutionary idea, and some people were already doing just that in the previous game, but I'm saying we all come up with and agree on two or three major themes for this story. Ones that will continue to appear again and again across many of the plotlines throughout the entire game. It'll help direct the plot and could potentially give some good ideas for other characters. Not to mention, it'll give much more of a satisfying payoff in the end once the themes are fully realized.

Whatever they are, they should be fairly general, so they can be adapted to as many of the plots that we have going. Of course, we can expand to include as many motifs and themes as we want in our own stories, but if we have a set of continuous themes to draw from, then it'll really help make things much more connected. Even more coherent.

Obviously, the one I'm gunning for with Kujo is "Law vs. Chaos," and Bleach in of itself has tons of themes we can pick from. "Inner Conflict" is a big one, for example. But hey, I'm open to other suggestions. Any thoughts?
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Originally Posted by KnightDisciple
I think "Law vs. Chaos" is good.

I'd like to play off of strawberryman's suggested faction, as well as off of what we've seen in our current game, and suggest something dealing with the question: How far do you go to accomplish something? Do you do evil in the name of a greater good? (Sorry. I couldn't help myself.) Or do you make sure to never compromise your principles, large and small, no matter the cost?

Not sure how to compress that into a pithy phrase, but there we go.
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Originally Posted by KnightDisciple
The following came about in a discussion about the nature of various Shinigami and Arrancar hybrids and such.

The Hougyoku is a substance used to perfect the hybridization of hollow and shinigami. It might have been created, or not. If it has, the creators were most likely vanquished by the powers of the Seireitei and Las Noches, who then sealed the thing off into some forsaken spot of some forsaken demiplane, with only the Ghost King and the Commander General being aware of its location. Both factions had problems with mad or power-hungry Artificial Arrancar and Stable Vizards, deciding that it better to forget the thing.

Shinigami Hybrids:

Unstable Vizard
An unstable vizard is a shinigami who, through some sort of accident or other means, has gained minor hollow powers.
An unstable vizard has access to a personal hollow mask, but does not have any unique powers and his hollowfication never progresses sufficiently to make a resurreccion or segunda etapa possible, and the unstable vizard gains access only to cero and garganta.
Becoming an Unstable Vizard is dangerous and hardly ever intentional, as the name implies, most accidents that would result in an unstable vizard result in a dead shinigami or a hollow, instead. Unstable Vizards must fight off their inner hollow and hollowifcation fully, to prevent the being from overcoming them utterly, but this is a fight that never truly ends.

Stable Vizard
A stable vizard has been created through use of the hougyoku. They do not have to fight off the hollowfication or an inner hollow, which is melded into their person completely.
A stable vizard has access to all hollow powers (cero, bala, sonido, garganta and hierro), and their masks might grant them a unique power, they also have the power to achieve resurreccion and even segunda etapa.

---

Hollow Hybrids

Natural Arrancar
Natural arrancar are hollows who arrancarised themselves, or with the help of other hollows who know how to speed up the process. The arrancar gains an arrancar zanpakutou, which has no spirit, and is merely most of the arrancar's unique powers sealed into sword shape.
Natural arrancar have access to resurreccion and may develop segunda etapa. But do not have access to shinigami abilities.

Artificial Arrancar
Artificial arrancar are created through the Hougyoku. They have the potential to sunder off one of the souls that forms their colective and form it into a second zanpakutou capable of granting shikai and even bankai. Artificial arrancar have the potential to learn shinigami techniques such as Hoho, Kido and Hakuda.

---

Mortal/Hollow Hybrids

Living Vizard
A Living Vizard is a mortal with a hollow mask, the mask comes with an innate, unique power, and when on, it gives the normal boosts and hollow abilities. Living Vizards can, eventualy, achieve resurreccion. A vizard mask cannot ever be lost, and if broken it can be resummoned almost instantly.

Living Arrancar
A living arrancar gains an arrancar zanpakuto (no spirit), hollow abilities (sonido, cero, hierro, bala) and the power of resurreccion. Resurreccion relies on the zanpakuto, which, unlike the vizard mask, can be broken (in which case it needs awhile to regrow).

Hollowing
A hollowing is a mortal who gains the power to turn some body part into a hollow-like version with greater strenght, speed and resilience. The powers in this hollowlike limb can be bolstered through training, but only up to a limit. As this limit is reached the hollowing must, in order to increase her powers, absorb hollow reishi, either form the atmosphere of hueco mundo or through the cannibalization of hollows, which allows even more of the Hollowing's body to turn into hollow-like parts.
The powers of the hollowing come at a risk, for, when enough of the hollowing's body becomes hollowlike, he risks becoming trapped into the monstrous shape.

Shinigami/ Mortal Hybrids:

Substitute Shinigami
This should be pretty basic and obvious.

Living Shinigami
Living shinigami are mortals with access to a shinigami zanpakutou while still in their mortal bodies.

Sereitei

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Quote:
Originally Posted by Zarah
Also, I'm reposting my Central 46 idea, since it got lost two OOC threads ago, and it's far more relevant here. So once again:
Anyway, we've been going on about all of this and that in the Bleach universe, but I came to the realization that we completely forgot about a little group of people hiding away in Soul Society: The Central 46. Probably because in both canon and our game, they've done next to nothing other than... Well, die. However, I felt that if we were going to go with a new setting, why not actually make them practical?

Here's what I suggest: We nominate three or four trusted players to act as the Central 46. Any of these people can post as the entire body, and essentially act as an administrative organization both in and out of character. You might think that doesn't make sense, but in actuality, the duties would cross-over a lot more than you might imagine. For example, say a player wants his character to be promoted to a captain at some point in the RPG. The Central 46 would be the ones who analyze the situation and make a decision, but they'd have to look closely at both the character and the player to see if they're ready for the responsibilities. As another example, imagine that a group of rogue Shinigami appear in the mortal world and start causing trouble. The 46 would decide whether or not Soul Society goes to war with them, and thus whether or not any of the more powerful characters get involved in the plot. Think of them like a set of unofficial moderators for the RPG, who keep things in check both ICly and OOCly.

I think it could also add a whole new layer of role-playing opportunities. Let's say a group of low-powered academy students are training in the mortal world when one classmate decides to do something reckless and ends up getting them into dire straits. They make it back to Soul Society alive and in one piece, but now they have to answer to the Central 46 and explain their actions. Having actual players behind the council instead of just mindless NPCs (or corpses) makes it a bit of a nagging threat in the back of people's minds, and could even indirectly prevent players from going overboard. Since I know that if I were sitting on the council, I would not be a gracious host.

Laws of Las Noches
1. Only a victory in singular combat entitles one to take the position of espada from another.
2. The espada are not allowed to conspire against one another.
3. Killing a fellow citizen is a crime, unless it is self-defense, or you don't get caught on the act (drow influence: The real crime is being caught). The espada can add other exclusions of culpability for their sectors (including and up to any reason, LAW*). *Laws as Written.
4. Vandalism is a crime. See above for excludents.
5. Thievery is a crime. See above for details.
The espada and privaron have equal authority over all numeros. The espada have sole authority over their own fraccion. The espada have sole authority over the citizens of their own districts. The fraccion have authority beneath the espada and privaron over all other citizens of Las Noches who live in own their districts. The fraccion have authority beneath that of the espada and privaron over the numeros. The privaron have sole authority over those designated to them by the King and Queen. The King and Queen have authority over all.

Originally Posted by Draken
Now, on to other matters, we need to decide how a few things work. For instance, the menos fusion. When first someone asked what happened to the souls that form a menos, we decided, back then, to have it so that they remain separate (which means when the menos is destroyed all souls are released). But I think it is best if (save exceptions) we have it so that they all permanently fuse.

This has two benefits:

1. It adds a depth of moral doubt to the destruction of an arrancar. They aren't mindless monsters like hollows, they can be argued with, and destroying them won't fre thousands of innocent souls. Just erase their memories.

2. It creates a good "soul number check". We assume that, along with the reincarnations, new souls are, indeed, created. But then... There are only means to increase the number of souls in place. None to reduce them (save awful, vile acts and stuff). The menos "singularity of souls" would be a decent means of keeping the soul population under control.
Quote:
Originally Posted by Draken
On Las Noches, I was thinking of this organization:

The King of Hollows: The King of Hollows, duh.
The Espada: Captain/Nobility Equivalents.
Fraccion: The liutenants, officers and close persons to the Espada.
Numeros: The soldiers of Las Noches.
Rest: The rest.

I perceive Las Noches as a city in Hueco Mundo, a city governed by arrancar and open to shinigami, mortal and hollow alike. A city where all beneath the artificial sun is under scrutiny of the law enforcement of the city, but where the shady alleys are hive to scum of the worst sort, criminals, traitors, traficants. A place where the Commander General and the Big Bad can look face to face and not be expected to try to kill each other on the risk of losing free access to this (mostly) safe haven.

The idea here isn't that arrancar and hollows are friendly.

The idea is that one vasto lorde decided to open his domain to other spiritual beings. Mainly because rational menos actually have very little reason to fight shinigami except spite, this is because your average menos won't ever leave Hueco Mundo unless goaded out by some other force. Menos have no interest in plus or living souls, they eat other hollows.
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Originally Posted by Draken View Post
1. I will be assigning the Espada, most likely.

2. I will also, probably, not keep the numbers strongly tied to the power of each character.

3. The Ghost King will not be the primera.

4. My main arrancar character (King's gonna stay in the background) will be the Queen of Hollows, and she will not be an espada either. I will keep those positions for other players.
Quote:
Originally Posted by Frozen_Feet View Post
About Aspects of Death: it's established that once a Hollow has destroyed things that were dear to it, they wander into Hueco Muendo and seek out other Hollows to ease their pain / to forget about their lives. I propose they instinctively seek out others who died in the same way, and thus their suffering condenses into their Aspect. Arrancars gain power when the ascended personality realizes this and works around / with it.

Fae

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Okay, I think I now have enough to bring this for discussion.

The Fae
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The State of the Afterlife of the British Isles
Britain’s afterlife is stable – just. Long periods of internal strife between the psychopomps of Britain, known to themselves as the mac Lir or fab Lly^r, and to others as the Fae, left ample time for Hollows to develop and grow. Now, Britain faces a deep-rooted infestation of well-hidden Menos, but the Houses of the British Isles are united in their desire to rid the islands of these threats.

Annwn – the Afterlife
The British afterlife is called Annwn, a place that reflects the most untouched corners of the British Isles in its geography. The four courts of monarchs are located in a roughly central location within a few hours journey of each other by normal walking speed. Passage between Annwn and the mortal world is achieved by passing through thick banks of mist that function as the Fae equivalent of Senkaimon. The mac Lir make use of ravens, rather than butterflies, to guide them through the misty realm between Annwn and the mortal world.

The Organisation of the Fae
The British Isles are ruled by four monarchs – one each for Ireland, Scotland, England and Wales. Each of these monarchs governs passage of souls into Annwn in the country they are tied to. They each possess three Houses under their command, each ruled by a Tiarna or Pennaeth, individuals equal to the captains of Soul Society. A Tiarna or Pennaeth is directly supported by their Dara or Ail, equivalents to the Japanese Vice-Captains. The rest of the House is made up of thirteen mionn cheangal or lw rhwymo, equivalents to seated officers, plus any other Fae who are members of the House but deemed unworthy of the distinction of the upper ranks. The specialisations of each House vary depending on the current Tiarna or Pennaeth, but it is very rare for their not to be at least one House dedicated to combat in each country at any given time. The ranks of the Houses are held for life, unless the bearer of a rank forfeits it. A House member is usually given a title and land in Annwn upon forfeiting a rank. These titles are hereditary, and their bearers and their family often become the British equivalent of the Noble Houses of Soul Society.

Every year, a randomly selected twenty members of each House are chosen to leave Annwn and go out into the mortal world and deal with Hollows as they see fit. Fae on such leave from their House are known as Fianna, and are exempt from all laws of their lords until the end of their sojourn and return to Annwn.

Each monarch also rules a small Royal House. Tiarna or Pennaeth who truly distinguish themselves are promoted to this rank to serve as the monarch’s guardians and personal champions.

Alongside the House structure exists the Aois-dàna, a loose affiliation of bards and druids that serve as advisors to the lords of the Houses, historians, genealogists, legal specialists, and experts in Ealaín, the British form of kido.

Capabilities of the Fae
All abilities the Fae possess are mirrors of the abilities of shinigami. They can walk on air like their Japanese counterparts, and focus their training on Scileanna Laochra (Zanjutsu), Ystwythder (Hoho), Gan a Arm (Hakudo) and Ealaín (Kido).

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A Note on Language
Whilst most of the terminology for the Fae is based on Celtic languages, some, particularly the specifics and names of Ealaín, were brought to Britain from elsewhere. These use Ancient Sumerian.
--------------------------

In addition, every Fae possesses a Treoir Anam, their equivalent of a zanpakutou. These possess the potential for a Rhyddhau (shikai) and a Nerthol Rhyddhau (bankai) as a zanpakutou does. The only notable difference between a Treoir Anam and a zanpakutou is that the former are quite likely to take a shape other than a sword even when sealed, spears and axes in particular being quite common, and no small number of Aois-dàna druids possessing sickles.

Ealaín
The mystic arts of Britain function identically to kido, the spells of a given path and number function the same as their foreign counterpart.

Geasa
Unlike shinigami, the Fae bear an additional restraint upon their power: geasa (sing. geis). These are taboos for the Fae in question that they must not commit, or lose access to spiritual power or suffer some other misfortune. Anyone can bring a geasa on a Fae, though the Fae in question must willingly accept it. Treoir Anam spirits often require their wielder to agree to a geis before granting Rhyddhau or Nerthol Rhyddhau. They also pay a part in Fae society, geasa often being included in oaths to one’s lord or in marriage vows.

Samsara

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Originally Posted by Innis Cabal View Post
As far as the plot is concerned. Here is my contribution, or at least, hopefully. The Samsara plot, and reasoning for their dark activity.

As much as I personally loathe the name of our new city, I figured it could be incorporated into the plot. With a little brain storming with Callos, and a look at the set up of the new game, I’ve noticed there are –a lot- of spiritually aware children. This led to me thinking –why- that might be the case. Its not a normal occurrence. So, here me out.

Phoenix Town () is a center of reincarnation, both out going and inbound to the spiritual world. This inundates the area with spirit particles, thus leading to the relatively high number of the spiritually aware. The Samsara’s main plot in the first game, and the carry over here, is to rebalance the passage of souls, destroying the Valley of Screams, and removing the Blanks from the Cycle of Reincarnation. Thus fixing the balance of the spiritual world. To do this, their plot is to flood the city with Blanks, and over time detonate them once a certain number of highly aware mortal souls are collected. This puts them in direct conflict with the mortal characters for several reasons.

1. The humans –are- those souls, thus making them prime targets for the Samsara to go after.
2. This will blow up the city, killing off the whole area. That’s bad for those living inside the city, with family and friends. Making this a plot that –all- mortal characters can get involved in early on.

Overview: The Cycle of Reincarnation is not a simple or perfect thing. Souls traveling between the worlds sometimes fragment, their memories fading into some unknown location, the soul falling into a realm that should never exist. These are the blanks, souls without memories, lost forever from the Cycle of Reincarnation, unable to return for they cannot remember how. It is unknown how, but when a number of these memory less shells accumulate, a separate realm, the Valley of Screams, is created to house them. This realm, lies between Soul Society and the Mortal World. But the memories of these creatures are not destroyed or lost forever. The swirling mass of memories and experience’s coalesces into an object known as the Memory Rosary, the accumulation of all memories lost between Reincarnation and the journey there in.

The Samsara

The Samsara are akin to Arrancar in that they are an artificial creation, Blanks granted the copies of memories from the Rosary itself. The likeness between themselves, Shimigami, and Arrancar end at this small analogy, not truly meant to exist the Samsara are the thinking force behind the Valley of Screams, the heralds of those cast out by an imperfect system.

Standard Powers of the Samsara
Blank Manipulation: Every member of the Samsara is capable of utilizing Blanks for various purposes. They may duplicate Kido (if their memories contain such information), create weapons or simple items, duplicate flashstep or sonido (again based purely on their memories), or fly. Samsara may also heal with the power of the Blanks, capable of restoring even lost limbs if given proper time and concentration.

Individual Powers

The powers of a Samsara depends entirely on his or her memories, granting each a highly individualized level of capabilities and powers.

What this is, is a simple dolling up of what seems to be the first Villian team of the Reborn game. We're looking for member's currently. So, if anyone's interested, roll a character up and lets see where it goes

Mortals

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Quote:
Originally Posted by strawberryman View Post
...Okay, well, I assume because there was little reaction it would help if I actually explained what the faction I was planning is.

It's more or less like the Men In Black... It's a multi-national secret organization that deploys agents to clean up after the various mishaps that Soul Reapers can't. As such, the various Soul Reaper organizations usually leave them well enough alone.

...That's their cover op, though. What they are really trying to do is make Mortals able to fend for themselves, and be self-sufficient on the matters of the spiritual. Which meshed pretty well with Ran's goal during the last cycle... but, that's an aside. They track and recruit various spiritual humans: Quincies (in fact that may possibly be a large base of their agents), Living Vizards, various anomalies, just plain spiritually aware humans, or maybe even Bount.

...As for why they may be considered villainous or antagonistic to the Enclave is their willingness to do literally anything to achieve their ends; assassinations, theft... etc. And it's likely that the various runes they possess will be like their Holy Grail. For reasons I don't feel like fully explaining, I would like to keep some secrets.
Quote:
Originally Posted by Zarah View Post
Well, I was under the assumption that Phoenix Town was going to be another spiritual hot spot, which explains why so many mortals are developing their own powers. Of course, the introduction of outside forces will help as a catalyst, but it's mostly just the fact of where the people live more than anything. The same abundance of spiritual power in the city would also explain why there might be various factions vying for power in the region even from the beginning.

Also, about the idea of the cold war turning hot, I like that plan. I like it a lot. It fits perfectly with Kujo's intentions, and is more or less what I was planning to work toward anyway, so I'm giving it a hearty thumbs up.
Quote:
Originally Posted by Innis Cabal View Post
Well, here is what I was thinking for the over all "History". Its diluted yes, and I'll extrapolate more on it when I can sit down and really pound it out.

Spoiler
The Quincy Bloodlines, as they were, are connected to the ancient Ninja Clans of the Sengoku Jidai, now far removed and interbred with the general populace of Japan, the Quincy themselves would retain lasting familial alliances, hatreds and pacts with other blood lines

Translators: Word Reference is a pretty good one for English to Spanish. Just don't translate phrases with it.

Re: BleachITP Reborn: Discussion & Setup Thread 9

Uh Riccaru? When you say Brutal Fighter... what do you mean? Because Brutal Fighter is pretty much what Tark is. And I would really rather you not eclipse Tark in terms of sheer strength and Endurance.

Tark's point, storywise, is that brute strength doesn't make an Espada. Thats why he isn't scared of Jenny. He knows if he and Jenny decided to hack at each other with their weapons, he'd stand a fair chance of winning. However, that doesn't make Tark right. Jenny could kill or imprison Tark at any time she wanted to.

Re: BleachITP Reborn: OOC Thread 9

Fine by me, Genoveva does have other tricks she can...er...sorta fall back on. Gemini Sonido, her cero,...and...her aspect auras. Okay, so she really doesn't have fallback tricks but I'm fine with what was proposed.

EDIT: I do find it disconcerting that the top two Espada releases are based around physical improvement though, possibly Arcelia's too but at least she gets new tricks with those boosts.

Re: BleachITP Reborn: OOC Thread 9

Tark, in terms of sheer physical strength and endurance, is at the level of an Espada. If that was all that mattered, Tark could easily be jostling for the position of Segunda or Primera. But he doesn't have any tricks. Any of the Espada could beat him, rather easily (for instance, using Sonido to create flash duplicates of themselves and leave him hacking at air.)

He is sheer strength, with no finesse, no guiding hand. Thats kind of what he is here to do. To get beaten by people he sees as weaker.

Re: BleachITP Reborn: OOC Thread 9

Originally Posted by Boo

In before the next thread!

*ahem*

I have some bad news, peeps. See, my home dog told me some shiaight about stuff, then I found out about this other mofluke who was all like "naaaaw" and I was all like "YAW". So I'm getting pounded with work, and I don't think I'll be able to participate in the end. I just don't have enough time in a day to really read all the text, respond, etc. I don't want to slow y'all down, so you dawgs can carry on without me. I guess Himura can be an NPC... or someone can take her over.

Again; sorry folks. I am simply too busy with multiple projects (personal and financial) to play without dragging out every single conversation like a game of Risk. The most I can do is give the occasional tip on Himura's personality if someone decides to RP her.

Oh, and feel free to have her killed in some dramatic way. She's pretty hard to kill... so maybe retirement could work better. That's only if you want to take her out of the picture entirely. Just whatever you do, don't let the 12th turn her into a puppet or something out of Draken's happiest dream.

Anyway, gotta run... then sleep, then wake up, do an exam, run an hour, shop, do the garden, cook dinner, die...

Originally Posted by Boo

Quickback!

I actually really wanted to do a subplot with Hannibal. Himura would secretly love him, but completely hate herself for it, and so it would turn into this constant loop of love and hate and some other thing that I can't describe. Yep. Never even PM'd Foot_Face about it.

I decided on that in my first post with Himura talking to Hannibal. >>

Awww... sad to see you go. That'd would've been such a nice little sub-plot.

To everyone, as well as Boo:

I suggest we retire Himura, and have her remain as a janitor of 11th's as soon as someone steps up to take up the mantle of 11th's captain. I'll control her, for the part she needs to play in Episode 2. After that, she's an NPC, but will be around if you ever find enough to come back, Boo. I'll be happy to fill you in on what has happened should that day come.

So... anyone want to play successor to Himura?

"It's the fate of all things under the sky,
to grow old and wither and die."

Re: BleachITP Reborn: OOC Thread 9

Yes, having it be in-game event would be nice. I offer to play Himura for the incident, but if someone else is interested in her, I will step aside.

@tgva: Bonding is the Doll and the Bount fusing - it might add some abilities, but perhaps the biggest thing is the Bount has total control over the Doll's abilities, and isn't in danger of being eaten by it.

@KD, Vael: You had some good questions about Demons. However, I'd like to point out Hollows and Shinigami themselves are quite demonic and angelic. For example, "Summon Angel X" that summoned, say, Arcelia or Elder would make sense.

Also, me, Innis, and some others, have been playing around with the idea that some Kido chants were inspired by ancient, powerful Hollows, Shinigami, and what have you. For example, Von Geister and Elder are both millenias old, and have undoubtedly sparked some legends and myths both in mortal and afterlife.

So, the idea is that the Rider will be Bount, just like any other Bount - he's "demonic" in the sense that he's a horrifying, ancient being of evil, and corresponds to a certain character in Shinigami mythology. Whether he is that character and has all qualities attributed to it is another matter entirely. He has the power to be summoned by a Kido chant, to track down the caster's foes.

Also, is my dictionary right that German uses the same word (Reiter) for both the rider and the steed? That's so... Shirosaki.

Last edited by Frozen_Feet; 2010-06-22 at 06:11 AM.

"It's the fate of all things under the sky,
to grow old and wither and die."

Re: BleachITP Reborn: OOC Thread 9

Originally Posted by Frozen_Feet

@tgva: Bonding is the Doll and the Bount fusing - it might add some abilities, but perhaps the biggest thing is the Bount has total control over the Doll's abilities, and isn't in danger of being eaten by it.

So is bonding something that happens during battle, or is it a permanent change in the relationship that eliminates the Doll's personality from interfering (like Kariya)?

Armin is cold. He cares little for other people's emotions and feelings, and is generally aloof. The concerns of others are not concerns of his. Even things that interest him generally do not receive any amount of obvious attention. Everyone is a threat to him, everyone a possible danger or a possible attachment that Armin, in his line of work, does not wish to keep. Almost none of his alliances are permanent, and he is willing to work for one side one day and his enemies the next.

In general, Armin speaks very rarely, even to those he considers friends. When he does speak, it is usually in very short sentences. However, Armin's voice is actually quite soothing, almost always calm and relatively deep. Should he truly have something to say, his words are often full of hidden meanings or implications. Those who hear his real voice generally only hear them before they meet their demise.

In terms of interests, Armin generally only cares about his job, his tools, and his survival. He is constantly working, even when not hired. Sometimes he organizes, sometimes he repairs, sometimes he observes. But always, Armin is working.

Appearance

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Armin looks somewhere in his thirties. When seen, he appears clearly Eastern European. His skin has a slight tan tone, somewhere between yellow and bleach white. His irises are an ocean color, slightly green but slightly blue. Though rarely seen, his light brown hair barely goes below his forehead. Considering it is almost impossible to see Armin without a hat, seeing his hair is a very rare sight.

Armin usually wears in an open khaki coat that reaches his knees. His head is adorned with a brown fedora. A small glass rose is pinned to the hatband. Oddly, the rose appears to be brown, as if it is dying. Under his coat, he carries a gun belt on his shoulder which features two revolver-style weapons and two pouches for ammunition. He also carries one revolver on each hip under his coat. Beneath the belt he wears a white button-down shirt. Even in more casual settings, he tends to wear the same attire. No matter where he goes, he seems to wear his hat. Even if he is somehow caught without the hat, he will always have the glass rose somewhere on his person.

Style/Abilities:

Strangely for a Bount, Armin's most common fighting style does not even use his Doll. In fact, for most of his fighting he generally does not use his Doll at all. He is an expert marksman, and generally fights with his set of pistols. In addition to a set of normal bullets which are used on normal, mortal foes, Armin uses a series of specially designed bullets to eliminate spiritually-aware targets. When it comes to close-range combat, Armin generally uses some combination of his own martial arts prowess and his pistols. While much harder to use in melee distance, Armin is still quite capable with his pistols. Armin prefers to fight at a distance and from the shadows when necessary.

When he uses his Doll, however, Armin becomes a different combatant. His Doll generally attracts attention while Armin sneaks around and attempts to score hits with his set of pistols. He will also support his Doll with ranged fire of various types. Should it become necessary, Armin is capable of fusing with his Doll, in which case he becomes a much more powerful combatant focused more on direct combat.

Tools of the Trade:

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Revolvers: Armin possesses a number of revolver pistols. These pistols are made of an extremely tough reishi-like material, capable of blocking zanpakuto several times with only chipping. This also allows them to function as makeshift weapons without firing, though they are not designed for this purpose. He generally has all but one pistol loaded with spiritual bullets while one (on his belt) is loaded with normal, but they are interchangeable and he can prepare specifically for certain jobs.

Special Bullets: In Armin's possession are several bullets specially-designed for dealing with spiritually-aware targets, including Shinigami and Hollows. Unless otherwise specified, Armin can have more bullets of a specific type created at any time through his own efforts or those of an ally.

"Ghost Touch" Bullets - Like firing normal bullets, except at Shinigami and Hollows. His most common bullet. Armin generally has one gun loaded entirely with these. He can create these himself.

Smoke Bullets - Explode upon striking any surface, begins spewing smoke that lasts for a medium amount of time (about as long as a smoke grenade). It blocks vision and is difficult to breathe through, much like normal smoke. Armin creates these himself.

Flash Bullets - These bullets explode with light, generally blinding targets for a few seconds. Can also be used like the typical ninja escape pellets. Armin creates these himself.

"Bakudo" Bullets - Before reaching their target, these bullets create a net of energy, binding the target they hit similar to a Bakudo spell, probably somewhere in the 50's in terms of strength. While the net is very difficult to break, it is easy to see coming because the bullet expands into a net before it hits its target. Armin has about 10 of these at any given time. These are harder to obtain due to the fact that he must outsource their creation.

Spore Pellets - These bullets contain Röschen's spores, and are generally fired directly at her to increase the speed at which she reaches maximum potential (see below). Armin uses Röschen to help create these.

Feedback Bullets - Specialized for high-priority targets, these bullets, upon striking, imbed themselves in the target and initiate a feedback loop through which the target's own reiatsu is forced back upon them, inflicting constant damage. These bullets are more powerful the more reiatsu the target has, and are capable of piercing hierro and reiatsu of any kind. In a deal with Kujo, Armin obtained 6 of these bullets and has since only ever used one. Armin only has 5 of these bullets in his possession and has absolutely no way of gaining more due to their specialized creation, nor can they be reused. (Currently not confirmed, as I haven't gotten full approval of Zarah on the idea yet.)

Prototype Reiatsu Hiding Device: A retooled reiatsu draining device designed by S.W.O.R.D., this device causes Armin's reiatsu to appear as one of three things: a normal human, a normal Shinigami, or a normal Arrancar. It functions by actually draining Armin's reiatsu to hide it, making it risky for prolonged use.

Disguise Kit: Pretty much standard clothing, though customized by Armin over his long lifetime to allow him to appear as just about any profession necessary, including a Shinigami, though actually passing as a Shinigami to other Shinigami is not made at all easier.

Doll: Röschen (Little Rose) takes the form of a brown glass rose. In order to summon her, Armin removes the rose from his hat and blows, causing the petals to fall in the shape of a flower on the ground. From that, Röschen rises.

When summoned, Röschen appears as a small humanoid girl with petals instead of hair and root-like appendages for legs. At first, she appears relatively sickly and brown, but the longer she is active she grows more green and the petals grow more red. From the moment she is summoned on, she is constantly releasing green spores into the air, which fade after the cloud is dispersed. When used in combat, Röschen causes vines to grow from the ground and tie up her foes. These vines generally have thorns, causing them to inflict damage should they be pulled through. Additionally, Röschen can stretch her arms and legs, allowing her to reach or see targets afar and strike them with thorny bludgeon-like vines. However, once summoned she is incapable of moving her base until she becomes strong enough (see below). As a plant, Röschen is naturally weak to fire and ice and naturally resists water.

Techniques:

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Plant Control: Röschen is capable of using plant-life of all kinds to her advantage. She can cause them to experience accelerated growth or decay. Accelerating growth expends her own energy, while decaying it causes her to regain energy. As such, she has a limit to how much plant life she can create at any given time, though she can always decay previous life to regain her energy. Any plants that are disconnected from their roots are not subject to this effect, nor can she use it if she has uprooted herself.

Spores: While not a technique in and of itself, the spores that Röschen creates have no effect on anyone or anything but Röschen. The longer Röschen feels the effect of her spores, the stronger her vines get and the harder they are to damage with attacks. Thus, Röschen actually becomes more powerful the longer she fights. It usually takes about a minute for her to reach maximum strength. Once at that level, she can uproot herself and walk about.

Uprooted: Once uprooted, Röschen can move quickly by extending her limbs and using them to travel. Her base body is much stronger than the vines that make it up and generally more resistant to damage of any physical kind, especially considering when uprooted she is at her strongest. Additionally, she is capable of using her petals like sharp blades capable of fighting on par with a zanpakuto. These petals can be thrown from her head, growing back almost instantly. She remains weak to fire and resistant to water-based attacks, but is now more resistant to ice.

Bonded: Röschen Großdorn (Litte Rose Big Thorn)

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When bonded, Röschen surrounds Armin's right arm completely with her vines, then injects her thorns directly into him. His eyes change to a more yellow color as the vines grow over his body. In order to bond, Armin has to expose his arm directly to Röschen; she cannot bond through clothing. Once the process is finished, Armin's entire body is a writhing mass of vines, his right arm covered in thorns. His face is shrouded in shadows, blocked from vision by the vines around it. However, his bright yellow eyes are visible.

In a bonded state, Armin continues to release spores like Röschen that continually increase his strength. He also has all of Röschen's powers. However, he can also move at a much faster speed despite his less human form, basically writhing along the ground at the speed of Röschen's accelerated growth ability. At close range, he can envelop anyone nearby in the vines of his body. He can also cause thorns to grow from any vines he creates at any time. The thorns on his right arm drain their target of their reiryoku, delivering it directly to Armin. He can also drain water to regenerate himself.

Re: BleachITP Reborn: OOC Thread 9

Here's the draft for my eveil, evil Bount. Okay, so he's not that evil, but still. Maybe he can be ancestor of Armin? Because, you know, magic bullets. If you don't get it, it's a reference to Der Freischütz.

The Black Huntsman, Zamiel

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Gender: MaleAge: Very old.Height: 6'1"Weight: 195 lbsReiatsu: Very dark red in color, feels like heat of a hellish furnace.Theme song!

Appearance: Zamiel wreathes himself in a cloak black as coal. Under it, he wears an iron chainmail, completed with blackened iron greaves and gauntlets and heavy, armored boots. His face is always obscured by somekind of mask, it's exact desing depending on who summons him - sometimes, it's a leather hood with antlers of an elk, while in Japan, it's usually a black Hannya mask. Only his dark red eyes, gleaming like burning embers, are visible through it. When called forth, Zamiel is usually armed with a simple longsword made of fine steel, and a bow of some kind.

Personality: Few persons can truly said to know Zamiel. To his prey, he's mostly known for his single-minded determination to hunt them to the ends of earth; to those who call for him to help, he's known for his reliability and honor. If, for some reason, he can't complete a task given to him, he will return the price paid to him at summoning twofold.

Zamiel rarely speaks, instead preferring to use some form of telepathy, conveying the conditions of his service or doom of his as feelings or images instead of discernible words. He is not mute, though, and can be heard cursing in German every once in a while, in a hoarse voice that resembles rattling of a great bonfire. This usually has to do with antics of his steed.

Background: Zamiel's background is shrouded in myths. He's old, and has been around for at least five centuries. In Europe, myriad legends abound that tell of a similar figure, but whether Zamiel is the one that sparked those is an open question. To Shinigami of Japan, he's known from some ancient Kido chants, which also call upon a Black Rider to come and claim the souls of their enemies.

Incidentally enough, Zamiel can be summoned forth by some Ealaín of the Fae, or Kido of the Shinigami. These spells require for the caster to barter a part of their lifeforce (Reiryoku) or something else of value for the Huntsman's services. They are very obscure, and have been forbidden at some points of history. How or why Zamiel has the power to be summoned like this is a mystery.

Abilities:

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Supreme swordsman: During his long life, Zamiel has perfected his mastery over the blade, putting some of Seireitei's captains to shame. Indeed, coming to blows with him is ill-advised. He lacks the advantage of a near-indestructible personal weapon, though.
Deadly Shot: Zamiel has great skill in archery, and can hit his target from far away even in dark of the night. He can also use modern firearms with frightening skill, though he does not carry such weapons on his person.

Demonic Endurance: Once the Huntsman is on your heels, he will not quit. He feels no thirst or hunger in the mortal sense, and will not grow tired in pursuit for his prey. While some can outrun him, none can outlast him. Most are best served by just confronting him, for good or for ill.
Inhuman strenght & speed: By human standards, Zamiel is extraordinaly strong, capable of punching through reinforced concrete and uprooting small trees with his bare hands. He can also outrun an ostrich, though he can't stand on air on his own and can't use Shunpo or equivalent. His reflexes are quick enough to keep up with most other spiritual creatures who can, though

Masterful tracker: From his nose to his ability to sense Reiatsu, Zamiel's senses are top-notch. He also has centuries of experience for finding hiding game, and knows most tricks his prey could use. He also apparently sees in dark.

Rudimentary Ealaín: somehow, Zamiel has learned some chants of the Fae, and can use some low-level Girserusu. He can, for example, turn invisible, dispel some weak wards and bind the arms and legs of a captured target.

Doll: Der Schwarze Schlachtross (The Black Warhorse)

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In its sealed form, Der Schwarze Reiter is a plain gold ring.

When released, it takes the form of a mighty black stallion, its eyes blazing with hellfire and its hooves leaving black scorchmarks to the ground. It's hooves are strong as diamonds, and it can kick through average Numeros level Hierro with ease. It's mane is composed of dark smoke, and its breath reeks of sulphur. It is positively satanic in bearing.

It acts like an ordinary horse. In other words, when its owner is not intent on keeping it calm, its a frickin' scaredy-cat. It jumps at loud noises, sudden motions and what have you. When Zamiel isn't paying attention, it is happy to trot somewhere and munch on tasty grass. It can also be distracted by carrots or cubes of sugar. Still, it is loyal, and will quickly head back at the call of its master - most of the time.
Abilities:
Faster than the wind: Der Schwarze Reiter is extremely fast, and can leave a practiced user of Shunpo standing in the dust with its gallop. It can run across water or air, unhindered by natural obstacles. It can't turn very quickly when going at top speeds, though.
Breath of Fire: the horse can spit out a torrent of flames when threatened. This has range of roughly 30 feet and has the destructive power of a low-end Cero. There'd better not be anything flammable nearby, though.
Bonding: Mähne des Feuers (Mane of Fire)

Not ready yet. Thinking. Suggestions welcome.

Techniques:

Summonable by: Wu Wei 80: "Harry the wind, ye masked Rider of Black Fortune. Ride the east leg, travel the west peak, climb the north wall and find the ironsand of the south! Seek forth that black dog, and force it to face itself!" The spell cannot be completed without candle imbued with a drop of the user's blood, placed upon a window sill at night. The Huntsman will appear when the chant is completed, and his arrival is signified by the candle lighting itself.

Intended power level: somewhere around a seated officer. Easily within the scope of existing S.W.O.R.D. members, or a handful of students, to deal with.

Innis promised to make the chant for Kido that summons him. I ask Edge to do the same for Fae, so his character can potentially summon him. :3 I'm tempted to say Enclave, Bounts and S.W.O.R.D can also summon him, somehow. I'll leave that up to said groups.

Last edited by Frozen_Feet; 2010-06-22 at 11:43 AM.

"It's the fate of all things under the sky,
to grow old and wither and die."

Re: BleachITP Reborn: OOC Thread 9

Harry the wind, ye masked Rider of Black Fortune. Ride the east leg, travel the west peak, climb the north wall and find the ironsand of the south! Seek forth that black dog, and force it to face itself!

Re: BleachITP Reborn: OOC Thread 9

You'll note that Wu Wei spells are in fact made to have great variety in their uses. Thats their point. Hado spells are -just- to blow things up. Its hard to have variety in the form of a nuke, or in a wall that stops all damage.

Also, I mentioned this to Frozen, but this idea for the Huntsman ties in to a fairly large project I am going to undertake today and continue as I move to my new house. I will be writing an Epic, a source of some of the Kido incantantions, and what I hope to be an interesting read that also should hopefully help people come up with other incantations.

Re: BleachITP Reborn: OOC Thread 9

I find it interesting that he is much, much more powerful than his Doll, who basically acts as a ride and a flamethrower.

I think it's quite high as is. It's high-level more due to the price it carries, rather than being difficult.

As for the rider being more powerful than his doll... actually, he isn't, not by that much. The horse is, technically, what the rider is to a man, a diabolically powerful simulacrum. It just... happens to be a horse. It lacks killer's instinct and opposable thumbs. It does have a mean kick, though.

Originally Posted by tgva8889

Summoning him seems a lot more useful than summoning a bunch of fiery doom dragons or a giant stone block and full-body bindings.

Summoning Zamiel is also costly. But his usefulness is more in wider applicability than raw power - if you really need to kill an army, you summon that bunch fiery dragons. If you really need to keep someone like Hannibal down, you use Bankin. If you need to track and fetch a single person, or someone to do your laundry / homework, you summon the Hunstman.

Really, a Shinigami Captain can achieve the same thing by sending a message to one of his seated officers. The Huntsman is there for when you have no-one else, or need an agent unbound by rules and morals of Seireitei.

"It's the fate of all things under the sky,
to grow old and wither and die."

Re: BleachITP Reborn: OOC Thread 9

Even if all I wanted to do was blow someone up, I'd rather summon the nearly-invincible guy with a horse that breathes fire at the small cost of some of my reiryoku, reiryoku that I would have had to expend casting the fiery doom dragons spell anyways.

Re: BleachITP Reborn: OOC Thread 9

Well, I am also working on a kido to desummon the entity, and it still can be stopped by physical means. He can still be damaged clearly, and stopped by other means. The dragon? Not so much. The summon is also a Forbidden Spell. Which, are usually stronger then...ya know. Not forbidden spells.

Re: BleachITP Reborn: OOC Thread 9

Originally Posted by tgva8889

Even if all I wanted to do was blow someone up, I'd rather summon the nearly-invincible guy with a horse that breathes fire at the small cost of some of my reiryoku, reiryoku that I would have had to expend casting the fiery doom dragons spell anyways.

I'm flattered to hear that, but when it comes to blowing stuff up, Hado 99 wins over the Huntsman. Plus, before Zamiel has discussed the conditions of his service, he will do jack squat - there's hardly enough time to do that in the heat of battle.

"It's the fate of all things under the sky,
to grow old and wither and die."